public class PlayerIdleState : PlayerGroundedState
{
    public PlayerIdleState(Player player, string animBoolName) : base(player, animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
        player.SetVelocityToZero();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        if (xInput == player.FacingDirection && player.IsWallDetected())
            return;
        if (xInput != 0 && !player.IsBusy)
            StateMachine.ChangeState(player.MoveState);
    }
}
